From 03490618a285a46dca137055735a8df780a24047 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Sat, 13 Mar 2021 20:56:26 +0100 Subject: EEVEE: ScreenSpaceReflections: Avoid outputing NaNs This happens when the normal is too much deformed to give valid reflection even after ensure_valid_reflection. Cycles seems to not handle this case either so we just discard the rays. --- .../draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'source/blender/draw') diff --git a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl index b88a106e897..b1f17cb7b07 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl @@ -113,6 +113,13 @@ void main() vec3 vH = sample_ggx(rand.xzw, alpha, vV, vN, vT, vB, pdf); vec3 vR = reflect(-vV, vH); + if (isnan(pdf)) { + /* Seems that somethings went wrong. + * This only happens on extreme cases where the normal deformed too much to have any valid + * reflections. */ + return; + } + if (data.is_planar) { vec3 view_plane_normal = transform_direction(ViewMatrix, planars_data[planar_id].pl_normal); /* For planar reflections, we trace inside the reflected view. */ -- cgit v1.2.3